Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 898
Thanks for the support and the nice words, @Saxo Grammaticus , very appreciated!! ^^
Thank you for the high praise, and I'm very happy to hear you feel that way !I myself am glad that there are talented modders like you who can do more complex things with .lua .... I play Civ 6 a lot in MP and just hope that Firaxis fix a least the Asset limit bug and release the .dll. Because then u can finally make the AI better (like now in Civ 5). My hope with ur work is that there sometimes will be a complete modpack with some cool mechanics and less desyncs ...
Thank u for being with us Zengangani!!!
Hello! And thanks for your Interest in this Project!Hello! Any progress?
All of these new mechanics make me ever so excited. Perhaps with the first pack I can finally get the thrill of Roleplaying, since currently the diplomacy is so... Gamey.Hello! And thanks for your Interest in this Project!
Sorry, for the late response (and the long Time since the last update). I know, a lot of People are looking forward to this, some more patiently, some less so, but I can assure you, the Project is still in the work and not abandoned.
I refrained from setting a Date for the Release, and also stopped giving estimate dates, because I miscalculated the Timing (my Free time and Time required to mod this Project) countless times. So in terms of a release Date, I will only say: it will come when it is ready. Currently it isn't. It is neither far nor close to that, though.
But I will give you some more Infos on the Progress so far:
- To my own surprise, a lot of the Mechanics turned out to be much more interconnected with existing Game systems as well as the new ones as I initially intended/planned. Which is the reason why some Mechanics will have to be active at all times, but that doesn't mean that they are not customizable.
- The more I was working on this, the more I realized that the Diplomacy in Civ6 will be a hindrance for this Mod to reach its Potential. Thus, I'm working on improving some parts of Diplomacy, including (but not limited to):
- Fear & Reputation as tools to measure the Threat and Trust level of a Player (1st measured on a Player-to-Player level, while the latter being global).
- Dynamic Traits: a return of the Civ 5's Personality Traits (mostly the militaristic ones, for now), but more dynamic (Ex: Alexander will be a 100% warmonger this Game, but a little less so in the next Game, like a 70% Warmonger).
- More diplomatic negative Effects for Warmongering, like with Embargoes, Tourism loss or even Joint-Wars against the Warmonger
- A complete rework of Grievances, where 3rd Parties' Opinion will be based on relationship with both, Player A and Player B
- Adding Demands/War Goals as a new Diplomatic Tools
- Some new Treaties/Agreements
- More flavored Casus-Bellis, and many new Ones
- Peace Negotiations: where the winner can force Demands (similar to how Humankind does it, but less forced on the winner side - but not the only way to enforce Demands)
- War Support (Player-to-Player)
- More Ways for 3rd Parties to influence 2 Players at War, like by demanding/requesting Peace for example (Threat/Fear Level plays a major role here)
- And for most of that, Diplomatic Favor will be a key and important Resource
- ...
That's a lot, yeah, but they're all necessary Solutions (or at least I hope so) for Problems that I encountered with the other new mechanics. So they're necessary to make the other Mechanics more impactful and more fun. I initially wanted to leave most diplomatic stuff for the last (6th) Pack, but I realized that adding new Mechanics, that even if the AI knew how to handle, they wouldn't be much fun if you couldn't use them directly with/against the AI and vice versa, so refinement to Diplomacy was important. And for now on, every Pack will try to improve Diplomacy a little bit. Then perhaps, little by little, we might get a formidable Diplomacy and AI. Who knows?!- The AI is also getting some improvements, including fixed and scripted behavior for some Actions
- War Weariness overhaul (different from War Support, as the latter is more P2P, and the former is Global)
- A more nuanced Subject-States Mechanic (the Design document I posted somewhere here is therefore outdated), that makes use of many of the new/reworked diplomatic tools (like 3rd Party Influence)
- Unit Classes with unique Abilities, and some Units even have their own Unique Bonus(es), making each Unit Class/Type Unique and useful.
- A Supply Mechanic that forces the Player to be more strategic with his Campaigns
- Better Forts
- Better (Rail-)Roads
- and many QoL improvements that I think many Players will like
As you may have noticed, I actually have doubled down on the Mechanics that were initially planned (this is slowly becoming a real Expansion lol), but I think this will only contribute to a much better mod overall in the end. And I want to release a Mod that Players will enjoy from the get-go, not just after many updates from Feedback on a half-finished mod. Not saying that I want to release a bug-free and fully balanced mod though, that's nigh impossible .
Anyway, I'm doing my best to finish the 1st Pack ASAP, and to make it as good and enjoyable as I can. And thanks for all your Support and Patience Guys! Bear with me some more Time, I'm sure this will be worth it !!
That's very nice to hear! And yes, the roleplaying part is the major reason why I thought Diplomacy needed some more work.All of these new mechanics make me ever so excited. Perhaps with the first pack I can finally get the thrill of Roleplaying, since currently the diplomacy is so... Gamey.
Just relax! Have patience, this project is huge and a one man show.The trailer for GTA6 is almost out, when will your mod be available? Even if you show us a few screenshots.